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My Life with Master: The Architecture of Protagonism
Paul Czege explains that he aimed for My Life with Master to be an engine for story creation rather than just another variation on the traditional role-playing game system.
The source is the essay-review on www.electronicbookreview.com written by Paul Czege.
Kristina Igliukaite - 11.05.2020 - 22:53
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Making Games That Makes Stories
James Wallis uses genre as the fulcrum for balancing game rules and narrative structure in story-telling games, which he differentiates from RPGs through their emphasis on the creation of narrative over character development.
The source is the essay-review on www.electronicbookreview.com written by James Wallis.
Kristina Igliukaite - 11.05.2020 - 22:57
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Creating a Meaning-Machine: The Deck of Stories Called Life in the Garden
Eric Zimmerman describes his interactive paper book as "an inverted exquisite corpse," and although a digital version of the book would be easy to produce, he argues that an electronic edition would not produce as meaningful an experience as the printed volume.
The source is the essay-review on www.electronicbookreview.com written by Eric Zimmerman
Kristina Igliukaite - 11.05.2020 - 22:59
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Design Decisions and Concepts in Licensed Collectible Card Games
Eric Lang (with Pat Harrigan) explains the advantages writers have in crafting adaptations of literary franchises into collectible card games. Lang maintains that, while attempting to remain true to the original, when turning narratives into games, one must "respect the medium."
The source is the essay-review on www.electronicbookreview.com written by Eric Lang
Kristina Igliukaite - 11.05.2020 - 23:02
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Enlightening Interactive Fiction: Andrew Plotkin's Shade
Jeremy Douglass evaluates Shade within the history of interactive fiction, and considers how light is represented in the code structure of scene descriptions, arguing that "[w]ithout vision there is no agency."
The source is the essay-review on www.electronicbookreview.com written by Jeremy Douglass
Kristina Igliukaite - 14.05.2020 - 21:51
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The Creation of Floyd the Robot in Planetfall
The Creation of Floyd the Robot in Planetfall
Kristina Igliukaite - 14.05.2020 - 22:20
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Fretting the Player Character
Nick Montfort argues that the contentious notion of the "player character" usefully constrains and makes possible the player's interaction with the gameworld. He considers the possibility that in interactive fiction one plays the character (like an actor plays a role) rather than playing the game.
The source is the essay-review on www.electronicbookreview.com written by Nick Montfort
Kristina Igliukaite - 14.05.2020 - 22:30
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Deikto: A Language For Interactive Storytelling
Chris Crawford walks through Deikto, an interactive storytelling language that "reduce[s] artistic fundamentals to even smaller fundamentals, those of the computer: addition, subtraction, multiplication, and division."
The source is the essay-review on www.electronicbookreview.com written by Chris Crawford
Kristina Igliukaite - 15.05.2020 - 13:18
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GRIOT's Tales of Haints and Seraphs: A Computational Narrative Generation System
D. Fox Harrell considers what is computational about composition, and describes the GRIOT system for generating literary texts.
The source is the essay-review on www.electronicbookreview.com written by D. Fox Harrell
Kristina Igliukaite - 15.05.2020 - 13:21
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Meeting the Universe Halfway: Quantum Physics and the Entanglement of Matter and Meaning
Meeting the Universe Halfway: Quantum Physics and the Entanglement of Matter and Meaning
Lene Tøftestuen - 27.05.2021 - 17:19